Oath of the Templar
The oath sworn by paladins of the Pilgrim Knights, an order dedicated to the serving the goddess Freya. In her service, they defend civilization from outside forces that wish to see it razed.
Some paladins who swear this oath join the Charitor branch and are stationed at a temple, where the poor are fed and healed. Others join the ranks of the Spears as heavily armored cavalry mercenaries, earning gold for the Knight's other missions. Regardless, they value a life of service and devotion to a higher power.
# Tenets of the Templar
The tenets of the Templar outline the central mission of their order. For the Pilgrim Knights, the following are core beliefs:
Protect the Weak: Through you the innocents will find peace, food, and shelter.
Spread the Light: Converting others to the faith is a virtue in itself.
Civilization Must Hold: The cities of the world must be defended from the forces of Darkness.
Return What Was Stolen: The artifacts of the Lifegiver must be recovered and returned to her.
# Oath Spells
3rd-level Templar feature
You gain oath spells at the paladin levels listed below.
Paladin Level | Oath Spells |
---|---|
3rd | Purify Food and Drink, Armor of Agathys (deals radiant damage) |
5th | Find Steed, Prayer of Healing |
9th | Spirit Guardians, Create Food and Water |
13th | Find Greater Steed, Guardian of Faith |
17th | Holy Weapon, Summon Celestial |
# Channel Divinity
3rd-level Templar feature
You gain the following Channel Divinity options:
Sword Leap: As an action, you leap high in the air with supernatural strength before crashing down in an unoccupied space you can see within 30 feet. All creatures within 5 feet of that location must make a Dexterity saving throw or take 2d6 bludgeoning damage and fall Prone. On a successful save, they take half damage and do not fall prone. Creatures that are more than one size larger than you do not fall Prone.
Invoke the Name: As part of a Persuasion or Intimidation ability check, you can invoke the name of your deity or order, granting you advantage on it. If the check fails, the Channel Divinity is not consumed.
# Into The Fray
7th-level Templar feature
If you move at least 15 feet towards an enemy in a straight line or Sword Leap next to it, you gain advantage on the first attack roll you make against that enemy before the end of your turn. This feature works while mounted.
In addition, after moving 15 feet in a straight line, you can use your Channel Divinity to Sword Leap as a bonus action on that turn.
# Divine Providence
15th-level Templar feature
You are always under the effect of a Bless spell.
# Seraphic Apotheosis
20th-level Templar feature
You can take on the form of a valkyrie, a celestial herald of Freya. As a bonus action, you burst into brilliant light. Each creature of your choice within 30 feet must make a Constitution saving throw or be Blinded until the end of your next turn. Fiends and Undead have disadvantage on this save. You also gain the following benefits for 1 minute:
- You sprout angelic wings, giving you a flying speed of 60 feet.
- Once on each of your turns you can use your Divine Smite feature without cost, as if you had expended a first level spell slot.
- If your total for a Constitution saving throw to maintain concentration on a spell is less than your Charisma score, you can use that score in place of the total.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
# Oath of the Fey Trickster
You swore an oath of fealty to an Archfey, perhaps unwittingly or unwillingly, binding you to a trickster lord of the Feywild.
# Oath Spells
Spell Level | Oath Spells |
---|---|
1 | Charm Person, Disguise Self |
2 | Pass without Trace, Mirror Image |
3 | Counterspell, Summon Fey |
4 | Dimension Door, Guardian of Nature |
5 | Dominate Person, Tree Stride |
# Channel Divinity
3rd-level Fey Trickster feature
You gain the following Channel Divinity options:
Enticing Maneuver: As an action, you force all creatures of your choice within 30 feet to make a Wisdom saving throw or become Charmed by you.
Fade Away: As an action, become Invisible for 10 minutes, or until you attack or force a creature to make a saving throw.
# Trickster's Armaments
3rd-level Fey Trickster feature
Wearing armor no longer grants you disadvantage on stealth and you ignore the strength requirement on heavy armor.
# Aura of Swiftness
7th-level Fey Trickster feature
While you are not Incapacitated, you and friendly creatures within 10 feet of you can add your Charisma modifier (minimum of 1) to initiative checks. At 18th level the range of this aura increases to 30 feet.
#
15
Alter Self at will?
# Avatar of the Trickster
20th-level Fey Trickster feature
You can take on some of the power and appearance of the Archfey you serve. As a bonus action, you gain the following benefits for 1 minute:
- Your walking speed is doubled, and you do not provoke opportunity attacks.
- You can become Invisible to creatures of your choice, along with anything you are wearing or carrying.
- You have advantage on all Charisma ability checks, and creatures have disadvantage on saving throws to not become Charmed by you.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
# Channel Divinity
3rd-level feature
Divine Storm: As an action, you can make a melee attack against all enemies within your reach.
Avenger's Shield: As an action, you throw your shield, bouncing between up to cha mod creatures within 30 feet. Make a spell attack roll against each of them, dealing 1d8+cha dmg on a hit. You gain 1d8+your paladin level of temporary hit points.
Blessing of Protection: As a reaction when another creature within 30 feet takes non-magical damage, you can negate that damage entirely.
Blessing of Freedom: As an action you can end an effect on another creature within 30 feet that is causing them to be grappled, restrained, stunned, or paralyzed. The target can also use their reaction to stand up if they are Prone.
Hammer of Justice: As a bonus action, you strike a creature within 10 feet of you. They must make a Constitution saving throw or be Stunned until the end of your next turn.
Guardian of Ancient Kings: As a bonus action, you shield yourself for one minute. All damage you take is reduced by your Charisma modifier (minimum of 1).
# Concentration Aura
7th-level feature
While you are not Incapacitated, you and friendly creatures within 10 feet of you have advantage on Constitution saving throws made to maintain concentration on a spell. At 18th level the range of this aura increases to 30 feet.
# Retribution Aura
7th-level feature
When allies within 10 feet are hit with an attack, the attacker takes damage equal to your Charisma modifier (minimum of 1). At 18th level, the radius increases to 30 feet.
# Crusader Aura
7th-level feature
While you are not Incapacitated, you and friendly creatures within 10 feet of you can add your Charisma modifier (minimum of 1) to initiative checks. At 18th level the range of this aura increases to 30 feet.
# Guardian Aura
7th-level feature
While you are not Incapacitated, creatures of your choice within 10 feet of you have disadvantage on opportunity attacks. At 18th level the range of this aura increases to 30 feet.
# Blade of Might
15th-level feature
When you score a critical hit, you regain one use of your Channel Divinity.